The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
Optionalchildren: GameObject[]An optional array of Game Objects to add to this Layer.
The property key to sort by.
The active state of this Game Object.
A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it.
An active object is one which is having its logic and internal systems updated.
A callback that is invoked every time a child is added to this list.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.
This property is kept purely so a Layer has the same shape as a Game Object. You cannot give a Layer a physics body.
A bitmask that controls if this Game Object is drawn by a Camera or not.
Not usually set directly, instead call Camera.ignore, however you can
set this property directly using the Camera.id property:
A Data Manager.
It allows you to store, query and get key/value paired information specific to this Game Object.
null by default. Automatically created if you use getData or setData or setDataEnabled.
The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
A reference to the Scene Event Emitter.
The Camera used for filters. You can use this to alter the perspective of filters. It is not necessary to use this camera for ordinary rendering.
This is only available if you use the enableFilters method.
ReadonlyfiltersGet the filters lists.
This is an object with internal and external properties.
Each list is a {@see Phaser.GameObjects.Components.FilterList} object.
This is only available if you use the enableFilters method.
Whether filterCamera should update every frame
to focus on the Game Object.
Disable this if you want to manually control the camera.
Whether the filters should focus on the context, rather than attempt to focus on the Game Object. This is enabled automatically when enabling filters on objects which don't have well-defined bounds.
This effectively sets the internal filters to render the same way as the external filters.
This is only used if filtersAutoFocus is enabled.
The "context" is the framebuffer to which the Game Object is rendered. This is usually the main framebuffer, but might be another framebuffer. It can even be several different framebuffers if the Game Object is rendered multiple times.
Whether the Filters component should always draw to a framebuffer, even if there are no active filters.
ReadonlyfirstThe first item in the List or null for an empty List.
This Game Object will ignore all calls made to its destroy method if this flag is set to true.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.
This property is kept purely so a Layer has the same shape as a Game Object. You cannot input enable a Layer.
ReadonlylastThe last item in the List, or null for an empty List.
ReadonlylengthThe number of items inside the List.
The objects that belong to this collection.
The Mask this Game Object is using during render.
The maximum size of the base filter texture. Filters may use a larger texture after the base texture is rendered. The maximum texture size is 4096 in WebGL. You may set this lower to save memory or prevent resizing.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
ReadonlynextThe next item in the List, or null if the entire List has been traversed.
This property can be read successively after reading #first or manually setting the #position to iterate the List.
The parent of this list.
A Layer cannot be placed inside a Container.
This property is kept purely so a Layer has the same shape as a Game Object.
The index of the current element.
This is used internally when iterating through the list with the #first, #last, #get, and #previous properties.
ReadonlypreviousThe previous item in the List, or null if the entire List has been traversed.
This property can be read successively after reading #last or manually setting the #position to iterate the List backwards.
A callback that is invoked every time a child is removed from this list.
Whether any filters should be rendered on this Game Object.
This is true by default, even if there are no filters yet.
Disable this to skip filter rendering.
Use willRenderFilters() to see if there are any active filters.
The flags that are compared against RENDER_MASK to determine if this Game Object will render or not.
The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
If those components are not used by your custom class then you can use this bitmask as you wish.
A reference to the Scene to which this Game Object belongs.
Game Objects can only belong to one Scene.
You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.
The flag the determines whether Game Objects should be sorted when depthSort() is called.
The current state of this Game Object.
Phaser itself will never modify this value, although plugins may do so.
Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.
A reference to the Scene Systems.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
A textual representation of this Game Object, i.e. sprite.
Used internally by Phaser but is available for your own custom classes to populate.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
Adds the given item to the end of the list. Each item must be unique.
The item, or array of items, to add to the list.
OptionalskipCallback: booleanSkip calling the List.addCallback if this child is added successfully. Default false.
Adds an item to list, starting at a specified index. Each item must be unique within the list.
The item, or array of items, to add to the list.
Optionalindex: numberThe index in the list at which the element(s) will be inserted. Default 0.
OptionalskipCallback: booleanSkip calling the List.addCallback if this child is added successfully. Default false.
This callback is invoked when this Game Object is added to a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.
You can also listen for the ADDED_TO_SCENE event from this Game Object.
Add a render step.
The first render step in _renderSteps is run first.
It should call the next render step in the list.
This allows render steps to control the rendering flow.
The render step function to add.
Optionalindex: numberThe index in the render list to add the step to. Omit to add to the end.
Adds this Layer to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Layer belongs.
A Layer can only exist on one Display List at any given time, but may move freely between them.
If this Layer is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.Layer#displayList property.
If a Layer isn't on any display list, it will not be rendered. If you just wish to temporarily
disable it from rendering, consider using the setVisible method, instead.
OptionaldisplayList: DisplayList | LayerThe Display List to add to. Defaults to the Scene Display List.
Brings the given child to the top of this List.
The item to bring to the top of the List.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Clears the mask that this Game Object was using.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
OptionaldestroyMask: booleanDestroy the mask before clearing it? Default false.
Returns the total number of items in the List which have a property matching the given value.
The property to test on each item.
The value to test the property against.
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
Optionalgraphics: GameObjects.Graphics | ShapeA Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.
Immediately sorts the display list if the flag is set.
Destroys this Layer removing it from the Display List and Update List and severing all ties to parent resources.
Also destroys all children of this Layer. If you do not wish for the children to be destroyed, you should move them from this Layer first.
Use this to remove this Layer from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
OptionalfromScene: booleanTrue if this Game Object is being destroyed by the Scene, false if not. Default false.
A Layer cannot be enabled for input.
This method does nothing and is kept to ensure the Layer has the same shape as a Game Object.
Passes all children to the given callback.
The function to call.
Optionalcontext: anyValue to use as this when executing callback.
Additional arguments that will be passed to the callback, after the child.
Enable this Game Object to have filters.
You need to call this method if you want to use the filterCamera
and filters properties. It sets up the necessary data structures.
You may disable filter rendering with the renderFilters property.
This is a WebGL only feature. It will return early if not available.
Checks if an item exists within the List.
The item to check for the existence of.
Focus the filter camera.
This sets the size and position of the filter camera to match the GameObject.
This is called automatically on render if filtersAutoFocus is enabled.
This will focus on the GameObject's raw dimensions if available. If the GameObject has no dimensions, this will focus on the context: the camera belonging to the DrawingContext used to render the GameObject. Context focus occurs during rendering, as the context is not known until then.
Manually override the focus of the filter camera.
This allows you to set the size and position of the filter camera manually.
It deactivates filtersAutoFocus when called.
The camera will set scroll to place the game object at the
given position within a rectangle of the given width and height.
For example, calling focusFiltersOverride(400, 200, 800, 600)
will focus the camera to place the object's center
100 pixels above the center of the camera (which is at 400x300).
Optionalx: numberThe x-coordinate of the focus point, relative to the filter size. Default is the center.
Optionaly: numberThe y-coordinate of the focus point, relative to the filter size. Default is the center.
Optionalwidth: numberThe width of the focus area. Default is the filter width.
Optionalheight: numberThe height of the focus area. Default is the filter height.
Returns all children in this List.
You can optionally specify a matching criteria using the property and value arguments.
For example: getAll('parent') would return only children that have a property called parent.
You can also specify a value to compare the property to:
getAll('visible', true) would return only children that have their visible property set to true.
Optionally you can specify a start and end index. For example if this List had 100 children,
and you set startIndex to 0 and endIndex to 50, it would return matches from only
the first 50 children in the List.
Optionalproperty: stringAn optional property to test against the value argument.
Optionalvalue: anyIf property is set then Child.property must strictly equal this value to be included in the results.
OptionalstartIndex: numberThe first child index to start the search from.
OptionalendIndex: numberThe last child index to search up until.
Retrieves the item at a given position inside the List.
The index of the item.
Searches for the first instance of a child with its name
property matching the given argument. Should more than one child have
the same name only the first is returned.
The name to search for.
Returns a reference to the array which contains all Game Objects in this Layer.
This is a reference, not a copy of it, so be very careful not to mutate it.
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values object. For example, if you had a key called gold you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
The key of the value to retrieve, or an array of keys.
Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.
If this Game Object is not on a display list or in a container, it will return null.
You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.
Returns the first element in a given part of the List which matches a specific criterion.
The name of the property to test or a falsey value to have no criterion.
The value to test the property against, or undefined to allow any value and only check for existence.
OptionalstartIndex: numberThe position in the List to start the search at. Default 0.
OptionalendIndex: numberThe position in the List to optionally stop the search at. It won't be checked.
Locates an item within the List and returns its index.
The item to locate.
Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).
Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.
Returns a random child from the group.
OptionalstartIndex: numberOffset from the front of the group (lowest child). Default 0.
Optionallength: numberRestriction on the number of values you want to randomly select from. Default (to top).
Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
When the value is first set, a setdata event is emitted from this Game Object.
The key to increase the value for.
Optionaldata: anyThe value to increase for the given key.
Moves an item above another one in the List. If the given item is already above the other, it isn't moved. Above means toward the end of the List.
The element to move above base element.
The base element.
Moves an item below another one in the List. If the given item is already below the other, it isn't moved. Below means toward the start of the List.
The element to move below base element.
The base element.
Moves the given child down one place in this group unless it's already at the bottom.
The item to move down.
Moves an item in the List to a new position.
The item to move.
Moves an item in the List to a new position.
Moves the given child up one place in this group unless it's already at the top.
The item to move up.
Force a sort of the display list on the next call to depthSort.
Removes one or many items from the List.
The item, or array of items, to remove.
OptionalskipCallback: booleanSkip calling the List.removeCallback. Default false.
Removes all the items.
OptionalskipCallback: booleanSkip calling the List.removeCallback. Default false.
Removes the item at the given position in the List.
The position to remove the item from.
OptionalskipCallback: booleanSkip calling the List.removeCallback. Default false.
Removes the items within the given range in the List.
OptionalstartIndex: numberThe index to start removing from. Default 0.
OptionalendIndex: numberThe position to stop removing at. The item at this position won't be removed.
OptionalskipCallback: booleanSkip calling the List.removeCallback. Default false.
This callback is invoked when this Game Object is removed from a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.
You can also listen for the REMOVED_FROM_SCENE event from this Game Object.
Removes this Layer from the Display List it is currently on.
A Layer can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.
If a Layer isn't on any Display List, it will not be rendered. If you just wish to temporarily
disable it from rendering, consider using the setVisible method, instead.
A Layer cannot be enabled for input.
This method does nothing and is kept to ensure the Layer has the same shape as a Game Object.
Render this object using filters.
This function's scope is not guaranteed, so it doesn't refer to this.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrixThe parent matrix of the Game Object, if it has one.
OptionalrenderStep: numberThe index of this function in the Game Object's list of render processes. Used to support multiple rendering functions. Default 0.
Run a step in the render process. This is called automatically by the Render module.
In most cases, it just runs the renderWebGL function.
When _renderSteps has more than one entry,
such as when Filters are enabled for this object,
it allows those processes to defer renderWebGL
and otherwise manage the flow of rendering.
The WebGL Renderer instance to render with.
The Game Object being rendered.
The current drawing context.
OptionalparentMatrix: TransformMatrixThe parent matrix of the Game Object, if it has one.
OptionalrenderStep: numberWhich step of the rendering process should be run? Default 0.
OptionaldisplayList: GameObject[]The display list which is currently being rendered. If not provided, it will be created with the Game Object.
OptionaldisplayListIndex: numberThe index of the Game Object within the display list. Default 0.
Replaces a child of this List with the given newChild. The newChild cannot be a member of this List.
The child in this List that will be replaced.
The child to be inserted into this List.
Reverses the order of all children in this List.
Sends the given child to the bottom of this List.
The item to send to the back of the list.
Move this Game Object so that it appears above the given Game Object.
This means it will render immediately after the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth value, it simply alters its list position.
The Game Object that this Game Object will be moved to be above.
Sets the active property of this Game Object and returns this Game Object for further chaining.
A Game Object with its active property set to true will be updated by the Scenes UpdateList.
True if this Game Object should be set as active, false if not.
Sets the property key to the given value on all members of this List.
The name of the property to set.
The value to set the property to.
OptionalstartIndex: numberThe first child index to start the search from.
OptionalendIndex: numberThe last child index to search up until.
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
Optionalvalue: numberThe alpha value applied across the whole Game Object. Default 1.
Move this Game Object so that it appears below the given Game Object.
This means it will render immediately under the other object in the display list.
Both objects must belong to the same display list, or parent container.
This method does not change this Game Objects depth value, it simply alters its list position.
The Game Object that this Game Object will be moved to be below.
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.
The BlendMode value. Either a string, a CONST or a number.
Allows you to store a key value pair within this Game Objects Data Manager.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
sprite.setData('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call getData:
sprite.getData('gold');
Or you can access the value directly via the values property, where it works like any other variable:
sprite.data.values.gold += 50;
When the value is first set, a setdata event is emitted from this Game Object.
If the key already exists, a changedata event is emitted instead, along an event named after the key.
For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives.
These events will be emitted regardless if you use this method to set the value, or the direct values setter.
Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold and Gold are treated as two unique values within the Data Manager.
The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.
Optionaldata: anyThe value to set for the given key. If an object is provided as the key this argument is ignored.
Adds a Data Manager component to this Game Object.
The depth of this Game Object within the Scene.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
The depth of this Game Object. Ensure this value is only ever a number data-type.
Set whether filters should be updated every frame.
Sets the filtersAutoFocus property.
Whether filters should be updated every frame.
Set whether the filters should focus on the context.
Sets the filtersFocusContext property.
Whether the filters should focus on the context.
Set whether the filters should always draw to a framebuffer.
Sets the filtersForceComposite property.
Whether the object should always draw to a framebuffer, even if there are no active filters.
Set the base size of the filter camera. This is the size of the texture that internal filters will be drawn to. External filters are drawn to the size of the context (usually the game canvas).
This is typically the size of the GameObject.
It is set automatically when the Game Object is rendered
and filtersAutoFocus is enabled.
Turn off auto focus to set it manually.
Technically, larger framebuffers may be used to provide padding. This is the size of the final framebuffer used for "internal" rendering.
Base width of the filter texture.
Base height of the filter texture.
A Layer cannot be enabled for input.
This method does nothing and is kept to ensure the Layer has the same shape as a Game Object.
Sets the mask that this Game Object will use to render with.
The mask must have been previously created and must be a GeometryMask. This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
If a mask is already set on this Game Object it will be immediately replaced.
Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.
Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.
The mask this Game Object will use when rendering.
Sets the name property of this Game Object and returns this Game Object for further chaining.
The name property is not populated by Phaser and is presented for your own use.
The name to be given to this Game Object.
Set whether the filters should be rendered.
Sets the renderFilters property.
Whether the filters should be rendered.
Sets the current state of this Game Object.
Phaser itself will never modify the State of a Game Object, although plugins may do so.
For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.
The state of the Game Object.
Sets this Game Object to the back of the display list, or the back of its parent container.
Being at the back means it will render below everything else.
This method does not change this Game Objects depth value, it simply alters its list position.
Sets this Game Object to be at the top of the display list, or the top of its parent container.
Being at the top means it will render on-top of everything else.
This method does not change this Game Objects depth value, it simply alters its list position.
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The visible state of the Game Object.
Shuffles the items in the list.
Clears the List and recreates its internal array.
Sort the contents of this List so the items are in order based on the given property.
For example, sort('alpha') would sort the List contents based on the value of their alpha property.
The property to lexically sort by.
Optionalhandler: FunctionProvide your own custom handler function. Will receive 2 children which it should compare and return a boolean.
Compare the depth of two Game Objects.
The first Game Object.
The second Game Object.
Swaps the positions of two items in the list.
The first item to swap.
The second item to swap.
Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.
If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
When the value is first set, a setdata event is emitted from this Game Object.
The key to toggle the value for.
Returns a JSON representation of the Game Object.
To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
args
Whether this Game Object will render filters.
This is true if it has active filters,
and if the renderFilters property is also true.
A Layer Game Object.
A Layer is a special type of Game Object that acts as a Display List. You can add any type of Game Object to a Layer, just as you would to a Scene. Layers can be used to visually group together 'layers' of Game Objects:
The 3 sprites in the example above will now be managed by the Layer they were added to. Therefore, if you then set
layer.setVisible(false)they would all vanish from the display.You can also control the depth of the Game Objects within the Layer. For example, calling the
setDepthmethod of a child of a Layer will allow you to adjust the depth of that child within the Layer itself, rather than the whole Scene. The Layer, too, can have its depth set as well.The Layer class also offers many different methods for manipulating the list, such as the methods
moveUp,moveDown,sendToBack,bringToTopand so on. These allow you to change the display list position of the Layers children, causing it to adjust the order in which they are rendered. UsingsetDepthon a child allows you to override this.Layers have no position or size within the Scene. This means you cannot enable a Layer for physics or input, or change the position, rotation or scale of a Layer. They also have no scroll factor, texture, tint, origin, crop or bounds.
If you need those kind of features then you should use a Container instead. Containers can be added to Layers, but Layers cannot be added to Containers.
However, you can set the Alpha, Blend Mode, Depth, Mask and Visible state of a Layer. These settings will impact all children being rendered by the Layer.